/* * Copyright 2010-2016 OpenXcom Developers. * * This file is part of OpenXcom. * * OpenXcom is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenXcom is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenXcom. If not, see . */ #include #include "PsiTrainingState.h" #include "../Engine/Game.h" #include "../Engine/Action.h" #include "../Mod/Mod.h" #include "../Engine/LocalizedText.h" #include "../Interface/TextButton.h" #include "../Interface/Window.h" #include "../Interface/Text.h" #include "../Savegame/SavedGame.h" #include "../Savegame/Base.h" #include "AllocatePsiTrainingState.h" #include "../Engine/Options.h" namespace OpenXcom { /** * Initializes all the elements in the Psi Training screen. * @param game Pointer to the core game. */ PsiTrainingState::PsiTrainingState() { // Create objects _window = new Window(this, 320, 200, 0, 0); _txtTitle = new Text(300, 17, 10, 16); _btnOk = new TextButton(160, 14, 80, 174); // Set palette setInterface("psiTraining"); add(_window, "window", "psiTraining"); add(_btnOk, "button2", "psiTraining"); add(_txtTitle, "text", "psiTraining"); // Set up objects _window->setBackground(_game->getMod()->getSurface("BACK01.SCR")); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&PsiTrainingState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&PsiTrainingState::btnOkClick, Options::keyCancel); _txtTitle->setBig(); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setText(tr("STR_PSIONIC_TRAINING")); int buttons = 0; for (std::vector::const_iterator b = _game->getSavedGame()->getBases()->begin(); b != _game->getSavedGame()->getBases()->end(); ++b) { if ((*b)->getAvailablePsiLabs()) { TextButton *btnBase = new TextButton(160, 14, 80, 40 + 16 * buttons); btnBase->onMouseClick((ActionHandler)&PsiTrainingState::btnBaseXClick); btnBase->setText((*b)->getName()); add(btnBase, "button1", "psiTraining"); _bases.push_back(*b); _btnBases.push_back(btnBase); ++buttons; if (buttons >= 8) { break; } } } centerAllSurfaces(); } /** * */ PsiTrainingState::~PsiTrainingState() { } /** * Returns to the previous screen. * @param action Pointer to an action. */ void PsiTrainingState::btnOkClick(Action *) { _game->popState(); } /** * Goes to the allocation screen for the corresponding base. * @param action Pointer to an action. */ void PsiTrainingState::btnBaseXClick(Action *action) { for (size_t i = 0; i < _btnBases.size(); ++i) { if (action->getSender() == _btnBases[i]) { _game->pushState(new AllocatePsiTrainingState(_bases.at(i))); break; } } } }